Regiment - Basic Game Rules Update - Napoleonic Warfare
I am a little further along in organizing my thoughts about my Regiment card game idea.
I've posted my basic game rules as I have them so far below.
I've posted my basic game rules as I have them so far below.
Basic Game
Unit Cards
General Staff
Each battle has a preset number of General Staff officer
positions to be filled in an OOB. The
overall commander is included in this total plus a number of staff officers. These officers are combined into a General Staff
that as a body exerts influence over the battle with their leadership,
experience and tactics through the issuing of orders.
Armies
Armies are compromised of infantry, cavalry and
artillery. Units are brigade and
regiment sized. Each unit moves, fights
or resupplies based on an order issued by the General Staff.
Turn Basics
Issue Orders
Formation
Move
Combat
Combat Resolution
Second Movement Phase (advance)
Perform Discipline Checks for Disorderly units
1.Orders
Units are able to move and resupply if an order is issued to
them by the General Staff. The number of orders issued depends on the
capabilities of the General Staff.
Orders must also be given to artillery units to fire and for cavalry
units to fire. Infantry units within a
card’s length of an opponent are considered to be within musket range and do
not need to be given an order to fire.
A unit under orders has a green stone (penny, piece of
candy, etc) placed next to their card.
Units not under orders are capable of defending themselves.
Because movement is
alternating so is the issuing of orders.
A unit not under orders to fire but which is attacked by an opposing
unit is able to return fire with one die roll only even if the unit is Elite.
Movement
Movement alternates
between opponents. The distance
moved each turn depends on the formation.
Units may only move if they have been issued an order to do so, or they
are forced to retreat due to combat.
All line and elite infantry units move the length of one
card per turn. Light infantry units move
the length of 2 cards per turn whether they are in a battle line formation or
in a skirmish formation. Militia units
move one card length every other turn.
Formations
Column formation: Units in column formation place a “in column”
counter over the card. Unit speed is
doubled and firepower is reduced. Please
refer to the Formation and Firepower chart to determine actual firepower of a
unit.
Battle line: The movement speed displayed on a unit card
is for the battle line formation of a unit. A unit’s firepower factor is
greatest in battle line formation.
Skirmish: Only light infantry units and irregulars can
operate in a skirmish formation.
Skirmish formations reduce a unit’s firepower while also reducing the
damage inflicted by incoming fire.
Square: All
infantry units and dismounted cavalry units can form square except for Militia. A unit in the square formation negates the
impact of a cavalry charge. It also
quarters it’s firepower in any one direction.
Combat
1. Units are considered in musket range if they are
within one card’s length.
Elite units roll 3 D6 and 1s and 2s represent damaging
volleys
Line units roll 2 D6 and 1s and 2s represent
damaging volleys
Militia units roll 1 D6 and 1s and 2s represent damaging
volleys
2.The formation of the unit firing is used to calculate
the firepower of the unit.
Formation & Firepower
|
||||
Troops#
|
In Column
|
Battle Line
|
Skirmish
|
Square
|
100
|
10
|
60
|
20
|
25
|
200
|
20
|
120
|
40
|
50
|
300
|
30
|
180
|
60
|
70
|
400
|
40
|
240
|
80
|
100
|
500
|
50
|
300
|
100
|
120
|
600
|
60
|
360
|
120
|
150
|
700
|
70
|
420
|
140
|
175
|
800
|
80
|
480
|
160
|
200
|
900
|
90
|
540
|
180
|
225
|
1000
|
100
|
600
|
200
|
250
|
3. Losses to units
are then determined by the rate of fire for the unit (number of die rolled with
hits) formation the unit was in and the strength of the attack.
Units firing x ROF – Formation modifiers = Damage from
Volley
The result of cavalry charges are calculated by taking
the strength of the attacking unit vs the formation and size of the defending
unit.
Disorderly units
Losses are applied to units and units in disorder retreat
backwards one card length away from the opponent. Units that cannot retreat due to the presence
of an enemy unit ina basic game are
removed from play.
Advanced rule: In
advanced game play, these units are considered are immobilized. Immobilized units will surrender when enemy
units 3x their size are within one card length or until a reform order is
issued by General staff with a line of communication.
Sample Combat
This shows how various types of units would fare under this system as they score damaging volleys.
This shows how various types of units would fare under this system as they score damaging volleys.
The formation total has been calculated by using the table above. The ROF is the number of damaging volleys rolled which in turn gives you a number of rounds fired. HA Rate is the historical accuracy rate. Rifle units would have slightly higher HA Rates.
HA Results equals the number of casualties (KIA, WIA) for that turn.
Table 1
|
Formation
|
ROF
|
Bullets
|
HA Rate
|
HA Results
|
French Guard (800) Elite
|
480
|
3
|
1440
|
0.1
|
144
|
French Guard (2000) Elite
|
1200
|
3
|
3600
|
0.1
|
360
|
Russian Line Infatry (2000)
|
1200
|
1
|
1200
|
0.1
|
120
|
Austrian Line Infantry (3200)
|
1920
|
2
|
3840
|
0.1
|
384
|
French Line (1000)
|
600
|
2
|
1200
|
0.1
|
120
|
British Line (1000)
|
600
|
2
|
1200
|
0.1
|
120
|
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